uniform mat4 projMat; uniform vec2 texSizeInv; attribute vec2 position; attribute vec2 texCoord; varying vec2 v_texCoord; varying vec2 v_blurCoord[2]; void main() { gl_Position = projMat * vec4(position, 0, 1); v_texCoord = texCoord * texSizeInv; v_blurCoord[0] = vec2(texCoord.x, texCoord.y-1.0) * texSizeInv; v_blurCoord[1] = vec2(texCoord.x, texCoord.y+1.0) * texSizeInv; }